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authorBrian Paul <brian.paul@tungstengraphics.com>2001-01-23 23:39:36 +0000
committerBrian Paul <brian.paul@tungstengraphics.com>2001-01-23 23:39:36 +0000
commitb6bcae5698df88f7730d40004ce7ce0462e97a20 (patch)
tree14c77826b5016293914eb529822e609792150964 /src/mesa/swrast/s_feedback.c
parentab0c886a6c0dd38ac6168c2a239720a761e6578f (diff)
Replaced struct gl_visual with struct __GLcontextModesRec from glcore.h.
Replace "RGBAMode" with "rgbMode", etc. Other minor clean-ups.
Diffstat (limited to 'src/mesa/swrast/s_feedback.c')
-rw-r--r--src/mesa/swrast/s_feedback.c14
1 files changed, 7 insertions, 7 deletions
diff --git a/src/mesa/swrast/s_feedback.c b/src/mesa/swrast/s_feedback.c
index c63e11d17b..fa670d1639 100644
--- a/src/mesa/swrast/s_feedback.c
+++ b/src/mesa/swrast/s_feedback.c
@@ -1,10 +1,10 @@
-/* $Id: s_feedback.c,v 1.4 2001/01/05 02:26:49 keithw Exp $ */
+/* $Id: s_feedback.c,v 1.5 2001/01/23 23:39:37 brianp Exp $ */
/*
* Mesa 3-D graphics library
- * Version: 3.3
+ * Version: 3.5
*
- * Copyright (C) 1999-2000 Brian Paul All Rights Reserved.
+ * Copyright (C) 1999-2001 Brian Paul All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
@@ -57,7 +57,7 @@ static void feedback_vertex( GLcontext *ctx,
win[0] = v->win[0];
win[1] = v->win[1];
- win[2] = v->win[2] / ctx->Visual.DepthMaxF;
+ win[2] = v->win[2] / ctx->DepthMaxF;
win[3] = 1.0 / v->win[3];
color[0] = CHAN_TO_FLOAT(pv->color[0]);
@@ -143,7 +143,7 @@ void gl_select_triangle( GLcontext *ctx,
const SWvertex *v2)
{
if (gl_cull_triangle( ctx, v0, v1, v2 )) {
- const GLfloat zs = 1.0F / ctx->Visual.DepthMaxF;
+ const GLfloat zs = 1.0F / ctx->DepthMaxF;
gl_update_hitflag( ctx, v0->win[2] * zs );
gl_update_hitflag( ctx, v1->win[2] * zs );
@@ -154,7 +154,7 @@ void gl_select_triangle( GLcontext *ctx,
void gl_select_line( GLcontext *ctx, const SWvertex *v0, const SWvertex *v1 )
{
- const GLfloat zs = 1.0F / ctx->Visual.DepthMaxF;
+ const GLfloat zs = 1.0F / ctx->DepthMaxF;
gl_update_hitflag( ctx, v0->win[2] * zs );
gl_update_hitflag( ctx, v1->win[2] * zs );
}
@@ -162,7 +162,7 @@ void gl_select_line( GLcontext *ctx, const SWvertex *v0, const SWvertex *v1 )
void gl_select_point( GLcontext *ctx, const SWvertex *v )
{
- const GLfloat zs = 1.0F / ctx->Visual.DepthMaxF;
+ const GLfloat zs = 1.0F / ctx->DepthMaxF;
gl_update_hitflag( ctx, v->win[2] * zs );
}